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You use Joints for different reasons
when you make your assembly.
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Let's take a closer look.
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You can create joints between components
in your assembly and your joints
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define the relative position and motion
between two components.
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Joints
give you the opportunity to simulate
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and understand motion
in a digital environment.
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Just like with other commands,
you can interact with joints either in the
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browser, in the canvas, or in the timeline
Your selection order matters.
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Your first component selection moves
or rotates along an axis in the direction
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of the degrees of freedom arrow, relative
to the second component, component two.
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In other words, select
whatever you want to move first, then
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decide how you want to move it
and what the limitations are.
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The rigid joint type
will lock your components together.
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This joint removes all degrees of freedom.
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Therefore, the options look a little
different compared to joints with motion.
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A common
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scenario
is a welded or a bolted component.
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You want the components to stick together.
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The rigid joint has a vibrating
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simulation that,
unlike other simulations, doesn't
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simulate the movement
since the joint is rigid.
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The revolute joint lets your component
rotate around your joint origin.
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Use one of the three options
under Origin Mode
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for your first and second component,
and find your snap points.
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First selected moves first.
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Joint motion limits are accessible
for several joint types,
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and we will demonstrate them
on another joint type.
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Just as with probably most computer
software,
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a contextual menu appears when you right
click on objects.
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Here, a small menu appears when you right
click the joint, and you can allow
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the joint animation to run when you look
at your assembly from different angles.
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The slider joint moves your
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component
without rotation along your selected axis.
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This component is 200mm long
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and you will soon
see why I show you this measurement.
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Select Slider as your motion type
and select the component
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that you want to move first.
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This is what the movement
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looks like without motion limits.
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Let's set a maximum of 200mm
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and make sure to activate it
with the check box.
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Your movement is now adjusted.
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Play around with your settings
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to get the feeling for this tool.
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Rest is simply where your joint rests.
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The joint counts
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the motion limit distance
from the joint placement,
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which in this example is placed
at the end of the green bar.
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The cylindrical joint rotates
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and moves around an axis.
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Sometimes it's easier
to find the desired joint
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snap placement if you turn off the
visibility of other objects.
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You can set
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motion limits for both your rotation
and your slide, and you can preview
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one motion at a time or all motion limits
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simultaneously.
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The limit is counted
from your snap placement.
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And even if it says zero millimeters
as a minimum, it won't affect the movement
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until we activate the motion limit.
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And that's it for a basic
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introduction of the cylindrical joint.
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The pin slot joint rotates and slides
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your component on two different axes.
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Finding your snap point can be tricky.
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You can make it easier
if you lock onto a plane.
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Hover over the face, press
and hold Ctrl on your PC
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and find your spot.
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as you see this,
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this joint slides along one axis
and rotates around another axis.
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You recognize the possibility to preview
motion for one or both motion limits.
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The inner distance is 100mm here.
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Switch to the Slide
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joint motion limits menu.
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This joint is placed
in the middle of the pin slot.
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Therefore,
we set negative and positive 50mm
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as our distance.
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If the joint was placed at the end,
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well then our minimum would be zero
millimeters
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and our maximum 100mm.
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Good job following along,
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let's proceed with our next joint.
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The planar joint slides
your component along two axes
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parallel to the plane,
and rotates your component
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around a single axis.
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You can set up all kinds of movements
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with all those sliding motion options.
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Finally we have the ball component.
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This component rotates around
all three axes.
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You are recognizing the similarities
from other joint types,
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but also the differences
for the motion settings.
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Small
flags indicate the different degrees.
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It's easier to see them
when you preview degrees
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outside of the joint settings environment.
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And that's it for joints.
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Now that you have a basic
understanding of them,
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you just need to practice them
in different situations.
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Let's summarize this information
intense lesson.
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You can use the X,
Y or Z axis for your joints,
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but also a custom axis which we
demonstrated earlier how you can set up.
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You can edit your joints
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by right clicking on them in the browser,
in the canvas, or in the timeline.
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You can animate your joints
and see them in action.
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Some people find joints challenging
and that's perfectly fine.
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We are off to a good start
with the broad picture
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and we will leave the joints
here for this lesson.
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Thank you.
